#include "Items.hh" #include using namespace std; //////////////////////////////////////////////////////////////////////////////// /* these items all need some kind of special handling that hasn't been implemented yet. 030B04 = TP Material (?) 030C00 = Cell Of MAG 502 030C01 = Cell Of MAG 213 030C02 = Parts Of RoboChao 030C03 = Heart Of Opa Opa 030C04 = Heart Of Pian 030C05 = Heart Of Chao 030D00 = Sorcerer's Right Arm 030D01 = S-beat's Arms 030D02 = P-arm's Arms 030D03 = Delsabre's Right Arm 030D04 = C-bringer's Right Arm 030D05 = Delsabre's Left Arm 030D06 = S-red's Arms 030D07 = Dragon's Claw 030D08 = Hildebear's Head 030D09 = Hildeblue's Head 030D0A = Parts of Baranz 030D0B = Belra's Right Arms 030D0C = GIGUE'S ARMS 030D0D = S-BERILL'S ARMS 030D0E = G-ASSASIN'S ARMS 030D0F = BOOMA'S RIGHT ARMS 030D10 = GOBOOMA'S RIGHT ARMS 030D11 = GIGOBOOMA'S RIGHT ARMS 030D12 = GAL WIND 030D13 = RAPPY'S WING 030E00 = BERILL PHOTON 030E01 = PARASITIC GENE FLOW 030E02 = MAGICSTONE IRITISTA 030E03 = BLUE BLACK STONE 030E04 = SYNCESTA 030E05 = MAGIC WATER 030E06 = PARASITIC CELL TYPE D 030E07 = MAGIC ROCK HEART KEY 030E08 = MAGIC ROCK MOOLA 030E09 = STAR AMPLIFIER 030E0A = BOOK OF HITOGATA 030E0B = HEART OF CHU CHU 030E0C = PART OF EGG BLASTER 030E0D = HEART OF ANGLE 030E0E = HEART OF DEVIL 030E0F = KIT OF HAMBERGER 030E10 = PANTHER'S SPIRIT 030E11 = KIT OF MARK3 030E12 = KIT OF MASTER SYSTEM 030E13 = KIT OF GENESIS 030E14 = KIT OF SEGA SATURN 030E15 = KIT OF DREAMCAST 030E16 = AMP. RESTA 030E17 = AMP. ANTI 030E18 = AMP. SHIFTA 030E19 = AMP. DEBAND 030E1A = AMP. 030E1B = AMP. 030E1C = AMP. 030E1D = AMP. 030E1E = AMP. 030E1F = AMP. 030E20 = AMP. 030E21 = AMP. 030E22 = AMP. 030E23 = AMP. 030E24 = AMP. 030E25 = AMP. 030E26 = HEART OF KAPUKAPU 030E27 = PROTON BOOSTER 030F00 = ADD SLOT 031000 = PHOTON DROP 031001 = PHOTON SPHERE 031002 = PHOTON CRYSTAL 031100 = BOOK OF KATANA 1 031101 = BOOK OF KATANA 2 031102 = BOOK OF KATANA 3 031200 = WEAPONS BRONZE BADGE 031201 = WEAPONS SILVER BADGE 031202 = WEAPONS GOLD BADGE 031203 = WEAPONS CRYSTAL BADGE 031204 = WEAPONS STEEL BADGE 031205 = WEAPONS ALUMINUM BADGE 031206 = WEAPONS LEATHER BADGE 031207 = WEAPONS BONE BADGE 031208 = LETTER OF APPRECATION 031209 = AUTOGRAPH ALBUM 03120A = VALENTINE'S CHOCOLATE 03120B = NEWYEAR'S CARD 03120C = CRISMAS CARD 03120D = BIRTHDAY CARD 03120E = PROOF OF SONIC TEAM 03120F = SPECIAL EVENT TICKET 031300 = PRESENT 031400 = CHOCOLATE 031401 = CANDY 031402 = CAKE 031403 = SILVER BADGE 031404 = GOLD BADGE 031405 = CRYSTAL BADGE 031406 = IRON BADGE 031407 = ALUMINUM BADGE 031408 = LEATHER BADGE 031409 = BONE BADGE 03140A = BONQUET 03140B = DECOCTION 031500 = CRISMAS PRESENT 031501 = EASTER EGG 031502 = JACK-O'S-LANTERN 031700 = HUNTERS REPORT 031701 = HUNTERS REPORT RANK A 031702 = HUNTERS REPORT RANK B 031703 = HUNTERS REPORT RANK C 031704 = HUNTERS REPORT RANK F 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031705 = HUNTERS REPORT 031802 = Dragon Scale 031803 = Heaven Striker Coat 031807 = Rappys Beak 031802 = Dragon Scale */ //////////////////////////////////////////////////////////////////////////////// void player_use_item_locked(shared_ptr l, shared_ptr c, size_t item_index) { ssize_t equipped_weapon = -1; ssize_t equipped_armor = -1; ssize_t equipped_shield = -1; ssize_t equipped_mag = -1; for (size_t y = 0; y < c->player.inventory.num_items; y++) { if (c->player.inventory.items[y].equip_flags & 0x0008) { if (c->player.inventory.items[y].data.item_data1[0] == 0) { equipped_weapon = y; } else if ((c->player.inventory.items[y].data.item_data1[0] == 1) && (c->player.inventory.items[y].data.item_data1[1] == 1)) { equipped_armor = y; } else if ((c->player.inventory.items[y].data.item_data1[0] == 1) && (c->player.inventory.items[y].data.item_data1[1] == 2)) { equipped_shield = y; } else if (c->player.inventory.items[y].data.item_data1[0] == 2) { equipped_mag = y; } } } bool should_delete_item = true; auto& item = c->player.inventory.items[item_index]; if (item.data.item_data1w[0] == 0x0203) { // technique disk c->player.disp.technique_levels[item.data.item_data1[4]] = item.data.item_data1[2]; } else if (item.data.item_data1w[0] == 0x0A03) { // grinder if (equipped_weapon < 0) { throw invalid_argument("grinder used with no weapon equipped"); } if (item.data.item_data1[2] > 2) { throw invalid_argument("incorrect grinder value"); } c->player.inventory.items[equipped_weapon].data.item_data1[3] += (item.data.item_data1[2] + 1); // TODO: we should check for max grind here } else if (item.data.item_data1w[0] == 0x0B03) { // material switch (item.data.item_data1[2]) { case 0: // Power Material c->player.disp.stats.atp += 2; break; case 1: // Mind Material c->player.disp.stats.mst += 2; break; case 2: // Evade Material c->player.disp.stats.evp += 2; break; case 3: // HP Material c->player.inventory.hp_materials_used += 2; break; case 4: // TP Material c->player.inventory.tp_materials_used += 2; break; case 5: // Def Material c->player.disp.stats.dfp += 2; break; case 6: // Luck Material c->player.disp.stats.lck += 2; break; default: throw invalid_argument("unknown material used"); } } else { // default item action is to unwrap the item if it's a present if ((item.data.item_data1[0] == 2) && (item.data.item_data2[2] & 0x40)) { item.data.item_data2[2] &= 0xBF; should_delete_item = false; } else if ((item.data.item_data1[0] != 2) && (item.data.item_data1[4] & 0x40)) { item.data.item_data1[4] &= 0xBF; should_delete_item = false; } } if (should_delete_item) { c->player.remove_item(item.data.item_id, 1, NULL); } } //////////////////////////////////////////////////////////////////////////////// // reads the non-rare item preferences from the config file. CommonItemCreator::CommonItemCreator( const vector& enemy_item_categories, const vector& box_item_categories, const vector>& unit_types) : enemy_item_categories(enemy_item_categories), box_item_categories(box_item_categories), unit_types(unit_types) { // sanity check the values if (this->enemy_item_categories.size() != 8) { throw invalid_argument("enemy item categories is incorrect length"); } if (this->box_item_categories.size() != 8) { throw invalid_argument("box item categories is incorrect length"); } if (this->unit_types.size() != 4) { throw invalid_argument("unit types is incorrect length"); } { uint64_t sum = 0; for (uint32_t v : this->enemy_item_categories) { sum += v; } if (sum > 0xFFFFFFFF) { throw invalid_argument("enemy item category sum is too large"); } } { uint64_t sum = 0; for (uint32_t v : this->box_item_categories) { sum += v; } if (sum > 0xFFFFFFFF) { throw invalid_argument("box item category sum is too large"); } } } int32_t CommonItemCreator::decide_item_type(bool is_box) const { uint32_t determinant = random_object(); const auto* v = is_box ? &this->box_item_categories : &this->enemy_item_categories; for (size_t x = 0; x < v->size(); x++) { uint32_t probability = v->at(x); if (probability > determinant) { return x; } determinant -= probability; } return -1; } ItemData CommonItemCreator::create_item(bool is_box, uint8_t episode, uint8_t difficulty, uint8_t area, uint8_t section_id) const { // change the area if it's invalid (data for the bosses are actually in other areas) if (area > 10) { if (episode == 1) { if (area == 11) { area = 3; // dragon } else if (area == 12) { area = 6; // de rol le } else if (area == 13) { area = 8; // vol opt } else if (area == 14) { area = 10; // dark falz } else { area = 1; // unknown area -> forest 1 } } else if (episode == 2) { if (area == 12) { area = 9; // gal gryphon } else if (area == 13) { area = 10; // olga flow } else if (area == 14) { area = 3; // barba ray } else if (area == 15) { area = 6; // gol dragon } else { area = 10; // tower } } else if (episode == 3) { area = 1; } } ItemData item; memset(&item, 0, sizeof(item)); // picks a random non-rare item type, then gives it appropriate random stats // modify some of the constants in this section to change the system's // parameters int32_t type = this->decide_item_type(is_box); switch (type) { case 0x00: // material item.item_data1[0] = 0x03; item.item_data1[1] = 0x0B; item.item_data1[2] = random_int(0, 6); break; case 0x01: // equipment switch (random_int(0, 3)) { case 0x00: // weapon item.item_data1[1] = random_int(1, 12); // random normal class item.item_data1[2] = difficulty + random_int(0, 2); // special type if ((item.item_data1[1] > 0x09) && (item.item_data1[2] > 0x04)) { item.item_data1[2] = 0x04; // no special classes above 4 } item.item_data1[4] = 0x80; // untekked if (item.item_data1[2] < 0x04) { item.item_data1[4] |= random_int(0, 40); // give a special } for (size_t x = 0, y = 0; (x < 5) && (y < 3); x++) { // percentages if (random_int(0, 10) == 1) { // 1/11 chance of getting each type of percentage item.item_data1[6 + (y * 2)] = x + 1; item.item_data1[7 + (y * 2)] = random_int(0, 10) * 5; y++; } } break; case 0x01: // armor item.item_data1[0] = 0x01; item.item_data1[1] = 0x01; item.item_data1[2] = (6 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area if (item.item_data1[2] > 0x17) { item.item_data1[2] = 0x17; // no standard types above 0x17 } if (random_int(0, 10) == 0) { // +/- item.item_data1[4] = random_int(0, 5); item.item_data1[6] = random_int(0, 2); } item.item_data1[5] = random_int(0, 4); // slots break; case 0x02: // shield item.item_data1[0] = 0x01; item.item_data1[1] = 0x02; item.item_data1[2] = (5 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area if (item.item_data1[2] > 0x14) { item.item_data1[2] = 0x14; // no standard types above 0x14 } if (random_int(0, 10) == 0) { // +/- item.item_data1[4] = random_int(0, 5); item.item_data1[6] = random_int(0, 5); } break; case 0x03: { // unit const auto& type_table = this->unit_types.at(difficulty); uint8_t type = type_table[random_int(0, type_table.size() - 1)]; if (type == 0xFF) { throw out_of_range("no item dropped"); // 0xFF -> no item drops } item.item_data1[0] = 0x01; item.item_data1[1] = 0x03; item.item_data1[2] = type; break; } } break; case 0x02: // technique item.item_data1[0] = 0x03; item.item_data1[1] = 0x02; item.item_data1[4] = random_int(0, 18); // tech type if ((item.item_data1[4] != 14) && (item.item_data1[4] != 17)) { // if not ryuker or reverser, give it a level if (item.item_data1[4] == 16) { // if not anti, give it a level between 1 and 30 if (area > 3) { item.item_data1[2] = difficulty + random_int(0, ((area - 1) / 2) - 1); } else { item.item_data1[2] = difficulty; } if (item.item_data1[2] > 6) { item.item_data1[2] = 6; } } else { item.item_data1[2] = (5 * difficulty) + random_int(0, ((area * 3) / 2) - 1); // else between 1 and 7 } } break; case 0x03: // scape doll item.item_data1[0] = 0x03; item.item_data1[1] = 0x09; item.item_data1[2] = 0x00; break; case 0x04: // grinder item.item_data1[0] = 0x03; item.item_data1[1] = 0x0A; item.item_data1[2] = random_int(0, 2); // mono, di, tri break; case 0x05: // consumable item.item_data1[0] = 0x03; item.item_data1[5] = 0x01; switch (random_int(0, 2)) { case 0: // antidote / antiparalysis item.item_data1[1] = 6; item.item_data1[2] = random_int(0, 1); break; case 1: // telepipe / trap vision item.item_data1[1] = 7 + random_int(0, 1); break; case 2: // sol / moon / star atomizer item.item_data1[1] = 3 + random_int(0, 2); break; } break; case 0x06: // consumable item.item_data1[0] = 0x03; item.item_data1[5] = 0x01; item.item_data1[1] = random_int(0, 1); // mate or fluid if (difficulty == 0) { item.item_data1[2] = random_int(0, 1); // only mono and di on normal } else if (difficulty == 3) { item.item_data1[2] = random_int(1, 2); // only di and tri on ultimate } else { item.item_data1[2] = random_int(0, 2); // else, any of the three } break; case 0x07: // meseta item.item_data1[0] = 0x04; item.item_data2d = (90 * difficulty) + (random_int(0, 20) * (area * 2)); // meseta amount break; default: throw out_of_range("no item created"); } return item; }